Ofusion for Eihort

daves

18-05-2007 14:30:24

What is the status of ofusion for eihort? Is the latest version of ofusion fully compatible with eihort?

Lioric

18-05-2007 16:05:35

Yes, the current version is compatible with Eihort

An Eihort based version is in the testing phase

kneeride

24-05-2007 05:16:56

Hi Lioric,

I've just updated to Eihort and I'm using the code from oSceneLibDemo. I have compile errors because of Ogre's old input system (ie MouseListener and MouseEvent).

Do you have a version of this code that uses Eihort/OIS? I can do this myself but was wondering whether there was a release

kneeride

24-05-2007 06:48:16

Hi Lioric,
Please ignore last post. I'm fully upgraded to Eihort.

For those having mesh troubles, I upgrade my meshes with the commandline tools:

OgreMeshUpgrade.exe test.mesh
OgreMeshUpgrade.exe -b test.mesh


I had to run the -b flag to fix a bounding box error.

Evak

11-06-2007 16:52:43

Any news on the eihort version, and does it support the new texture shadow modes?

It seems that for the moment your stuck with only stencil modulative shadows when using shader materials, additive just come out opaque black and the new texture shadows in eihort are probably the way to do with scenes that have a lot of shader materials?

Lioric

12-06-2007 19:15:47

Yes, the Eihort version supports all of the new shadow types (we are working on this now)

Have you tested any of the new shadow types with diferent shader based objects?

Most of the shadow types should work on objects with shaders as they add a different pass to the scene

Evak

12-06-2007 20:43:43

I'm actually having problems with shadows at the moment, not sure if its Ofusion, Flow or Dagon/eihort incompatibilities causing the problem yet. But even stencil shadows aren't working... waiting for one of our coders to try and help find the problem.

Paulov

12-06-2007 20:55:26

Mee too, when when using shaders if I enter a car model -not the celica- the shadows crashses.

But if I enter a model Ive made manually they work.

Last day I downloaded a Ferrari Enzo. I put in my scene and the scene shadows worked OK, even the shadows of the car, but everything crashed when the slightliest part or the car was in the viewable area.

The car is ressseted in X=form pivots,, and all this things. ...

Really strange...

Lioric

12-06-2007 21:50:28

Probably the model has too many polygons and that causes issues with the shadow generation

Evak

13-06-2007 02:36:43

Turned out to be a coder problem that disabled shadows. However, once I got them working I did find one problem with direct lights.

For some reason the direct light seems to be mirrored from 3dsmax, so when loaded into my scene using the scene loader:

Looking down at the top view, I have the direct light casting from NE to the center of the screen, but when loaded into my app the light is coming from the SE instead and therefor lighting and casting shadows in the wrong (mirrored) direction.

When I convert the direct light to a spotlight it is loaded correctly at the intended location :(

mr.Zog

13-06-2007 12:29:44

Allthough I used the MeshUpgrader, I also had problems with texture shadowmap (LiPSM and co).

Errors like this:

Assertion failed: (min.x <= max.x && min.y <= max.y && min.z <= max.z) && "The m
inimum corner of the box must be less than or equal to maximum corner", file e:\
projects\ogrecvs\branches\eihort_vc8_clean\ogrenew\ogremain\include\ogreaxisalig
nedbox.h, line 239


Then I upgraded from 1.4.0 to 1.4.2 and it works perfect!
(change log 1.4.1 states the assert error thing )

So maybe this helps you!

Stencils always worked btw.